Currently, SGM2 does not have plans to supporting media file or image file.SGM2 loads all GFX resources (Sprite GFX and Tilechip GFX) from ROM Image and SNES GFX data are far different from general image file like BMP, JPG, PNG, etc...So it is so difficult to completely compatible importing GFX data from image file.In addition, it'll take so much coding cost and may cause big amount of bugs but will not improve so much convenience.For these reasons, SGM2 will not support image file.

referenceSNES GFX data don't have any color data. SNES needs GFX data and color palette data to create image data.SNES GFX data only have index of color of each pixel, and can use 16 colors.But general image file, like BMP etc... have color data.SNES only can use RGB555 color, but general image can use RGB888 or RGBA8888.These difference make it hard to import image file.

I can't wait for this! However, I am a skeptical person, so allow me to inquire about a few things before I believe this to be real... jk I just want to know a few things.

1. Why have you waited so long to showcase this? Only one week before the release?2. I assume that like all other DKC editors you cannot edit the number of enemies per level, but meh, let me ask. Can you edit the number of enemies per level?3. What is the "charge editor"? Just want to ask.4. How expansive is the world map editor? (aka. 'can we edit number of paths' or 'amounts of levels per screen')

1.All of coding and ROM analysis has been done by only one person (me), so development period is unpredictable. This is main reason.2.Yes. However, if you increase the number of sprites, please specify a different address before saving. Not limited to the sprite, this editor does not provide size check in order to allow flexible data editing. Therefore, you need to be careful to data size. If the data is larger than the original, when you save without changing its address, subsequent data will be corrupted.3.Hint/Quiz/Fright charge editor. (Edit how many coins need to use hint/quiz/fright)4.Number of path is expandable. (Need to edit rominfo.ini. rominfo.ini is configuration file for loading ROM data.)Number of levels contained each world is not expandable with this tool. But if you have skill to hex editing, it may be possible.

NoteI'm considering to provide size check and world map expansion. They may be added to June Beta Test. If possible, I'll add size check to May Beta Test.

Wow. This has insane potential!Haven't tried it yet, but especially the Sprite Editor looks amazing. Is there any chance for automatic tile parsing for sprites? Like, you could import a sprite and it would auto-calculate the optimal tile size and tile count and re-arrange them to take as little space as possible in VRAM?

riki2321gamer wrote:Guys, you have to run the program in administrator mode to change the options and make them save, I did this and changed to english and it worked perfectly https://www.youtube.com/watch?v=aVbOo4HTvl8

Suggestions-Make it so when you save the level the ISD is saved before the level saves, because everytime i edit, I have to go into isd mode and then save. (I'm not sure if i am doing it wrong)-Free Ram finder (Empty RAM finder) So we could place more stuff by finding empty spots on the ROM -Import BRR samples (not using wavs, but using actual BRR files that can be made with SNESBRR)-Automatically find ROM region-Add CTRL+Z to revert a movement like moving a sprite.-Add more images for sprites! I don't like staring at red letters with numbers.

Bugs-When the level tilemap is changed, you get a unhandled exception and it says that you have to close the program.-Opening the text editor from menu or CTRL+T causes a unhandled exception.

Suggestions1,2,3 → I'll try them.4 → Sometimes, region code in ROM is tampered. So SGM2 cannot use it to judge its "real" region.5 → Undo/Redo will be implemented in the next major update.6 → I'd like to make them such, but some sprites don't use any images or common animation, so it is hard.Cannon barrels don't use common animation, but fortunately, I found their animation data in their ASM code. In the next major update, cannon barrels will be shown with their images.

Bug reportOK. I'll fix them next major updateIn addition, I confirmed in some functions, SGM2 writes invalid address/ pointer in case that data is stored in bank $00-$3F. It is FATAL issue, so I'll publish minor update that has been fixed this issue in Jan, 2017. (Cases that data is stored in bank $40-$5F, SGM2 writes correct address/ pointer)

Quaraage wrote:\6 → I'd like to make them such, but some sprites don't use any images or common animation, so it is hard.Cannon barrels don't use common animation, but fortunately, I found their animation data in their ASM code. In the next major update, cannon barrels will be shown with their images.

If you would like, I can make some "animations" for animations. Just tell me what ya need

Main UpdatesFix invalid address writing issue. (This is a fatal issue, so I recommend you to update SGM2.)Fix the issue that user setting aren't applied without administrator mode.Some sprites including cannon barrels are shown with their images.Add mapchip bitmap exporting.